2 research outputs found

    Main gamification concepts: a systematic mapping study

    Get PDF
    Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers. Answering our research question, “What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?”, we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.info:eu-repo/semantics/publishedVersio

    Exploring Creation and Curation as Steps Towards a Gamification of the Arts Through Game Engines

    Get PDF
    Game engines enable the creation of novel applications that can enhance how art is created and presented and provide new tools to artists. This thesis presents study, research, and development within the frontiers between the arts and computer science, namely about a perceived dual phenomenon of the artification of games and the gamification of the arts. It proposes the hypothesis that through gamification, one can create environments that enable artists to give new possibilities to their art and communicate differently with their audiences, as the digital game engines’ artistic multimodality opens possibilities of new kinds of art forms, and artistic creation, experience and curation, and also raises questions about if it could extend the arts’ domain and if it could be a resource for the endeavours of the research in computational creativity. This hypothesis is tested with the development of an art studio for multimedia sculptures - TIMAEUS – and an infrastructure that enables people to render such sculptures in virtual spaces, made in collaboration with artists to create examples of their art transformed into digital forms. The work also approaches the gamified possibilities of art curation to create a virtual stoa - or colonnade - for teaching Stoicism and a virtual Odyssey, enabling the presentation of artistic work as a virtual art gallery. The artistic evaluation of the prototypes, in collaboration with creators on different branches of the arts – painting, drawing, poetry – aims to assess the qualities of this approach that has been presented in relevant conferences and evaluated by peers and artists. ‘The arts’ are here treated as an umbrella term comprehending the whole field of creative expression and are the subject of an experiment of a special kind of gamification, thought as a sort of gamification that is extended to the use and transformation of the digital game software infrastructure itself – the game engine
    corecore